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Arnold | RenderMan | 3Delight OSL | |
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Version |
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Technology | Unidirectional path tracer. | Using unidirectional path tracer. Other options are available but not useful for this test. | Unidirectional path tracer. |
Shaders | C++ | C++ | OSL |
The Methodology
We will be testing the wall clock time for all renderers. Every renderer will be run 3 times in succession and the average time will be taken. We make sure that nothing is running on the machines so not to slow down the poor renderers. The render is launched from Maya. We have three test machines available:
Mac | Linux | Windows |
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The Setup
Arnold | RenderMan | 3Delight OSL | |
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Screent Shot |
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Remarks | Min Samples = Max Samples | Only shading samples to set for sampling BRDFs. 3Delight OSL takes care of the rest. | |
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3Delight OSL | Arnold | RenderMan | |
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Image | |||
Total number of rays | 22.7 Millions | 25.7 Millions | 23.1 Millions |
Time on Mac | 66 seconds | 180 seconds | 185 seconds |
Time on Windows | |||
Time on Linux | |||
Compared to 3Delight OSL * | -- | 2.4 times slower | 2.75 times slower
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* Taking into account total number of rays traced but not CPU usage.
Conclusion
3Delight's OSL-based path-tracer provides outstanding performance results. Building a rendering core around the OSL shading system, as opposed to just "integrating" OSL in the renderer, seems to have given 3Delight a good performance advantage.
Multi Light in 3Delight doesn't have a perceptible adverse effect in this test (although from experience, rendering much more Multi Light AOVs, one can expect a 1-3% penalty).
Resources
Arnold | 3Delight OSL | RenderMan RIS | |
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Maya Scene (ASCII) | |||
Statistics | stats_arnold.txt | stats_3delight.txt | stats_3delight.xml |
EXR images (linear) |
Extra Test For 3Delight OSL
3Delight has a feature called multi-light. It let's you separate lighting components per light or per sets of lights. It is a subset of the LPE feature in , in OSL parlance. This extra test was done to see the performance degradation when using this feature. Setup is easy and can be enabled in the the Image Layers section of the OSL render pass. Just select the RGBA layer and select the two area lights.
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Render time is almost identical, 64 secondes seconds for the render.
Conclusion
3Delight's OSL-based path-tracer provides outstanding performance results. Building a rendering core around the OSL shading system, as opposed to just "integrating" OSL in the renderer, seems to have given 3Delight a good performance advantage.
Multi Light in 3Delight doesn't have a perceptible adverse effect in this test (although from experience, rendering much more Multi Light AOVs, one can expect a 1-3% penalty).
Resources
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, meaning that LP